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Rework shuttles and let the Alamo soar #16185

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XElectricX
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@XElectricX XElectricX commented Jun 26, 2024

About The Pull Request

alamo_prototype
alamo_prototype_rotated

To-Do

General:

  • Different landing requirements on a per shuttle basis
  • Special shuttle walls that when broken can always be repaired back; permanent barricades in a sense
  • Engine objects that affect shuttle power and ability to travel
  • Make shuttle modules automatically be assigned to the shuttle it is installed on
  • Remove free unlimited power from shuttles; shuttle engines and PACMANs can charge the APC, or swap the cell
  • Lessen the restriction on landing close to map edges
  • Add a manned turret for shuttle defense (or offense); needs a sprite!
  • Add north and south sprites for Normandy airlocks
  • Remove LZ dropship consoles
  • Re-map ship hangars to accommodate vehicle entries from multiple sides
  • Allow alien leaders to call down the Alamo innately

Alamo:

  • Allow the Alamo to be pilotable like the Tadpole
  • Purpose: Fast traveler and can ignore more terrain
  • Standard Alamo: Most room for marines and cargo, well defended with 2 sentries and 2 manned turrets
  • Command Alamo: Bulkiest shuttle type with a mobile CIC, can shoot an ion cannon while in flight
  • Medical Alamo: All the standard medical equipment found shipside, now on a shuttle; no armaments
  • Logistical Alamo: Deploy and undeploy vehicles without landing, pre-installed supply beacon, supply pod launcher

Tadpole:

  • Rework Tadpole loadouts to be more effective on the ground
  • Purpose: Tadpole is no longer the taxi; more impactful loadouts at the cost of being much slower, but can still fit in tighter spaces
  • Armored Tadpole: Your standard Tadpole but with beefier walls
  • Gunship Tadpole: Forgo some walls for extra mounts with wide arcs
  • Restaurant Tadpole: Bar and kitchen that provides food with buffs, no mounts

Bug Fixes / Quality of Life:

  • Tadpole camera was supposed to zoom out this entire time but was bugged
  • Shuttle UI no longer closes when you move but are still in range, nor when the shuttle takes off
  • Runtime caused by shuttle UI trying to unset their user twice
  • CopyTurf runtime for shuttle generation where atom_colours was not set already for turfs with color
  • Single tile armored vehicles runtiming because a hitbox was needed when firing their gun
  • possible_destinations is an actual list, not a string
  • Light fixtures no longer wonky when rotated in shuttles

Why It's Good For The Game

Unchain the Alamo. Some goodies for shuttle enjoyers. Lots of bug fixes.

Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

@tgstation-server tgstation-server added Sprites Changes to .dmi file. Map Edit One or more changes to .dmm files. labels Jun 26, 2024
@Lauwma
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Lauwma commented Jun 26, 2024

I think we tried to move out from the uh mobile fort thing but well this seems like a good idea.

I still think you should put cockpits on the Alamo so xenos can't instantly rush you to touch the console.

Also I don't think xenos being able to call the Alamo whenever is a good idea, it should keep the same restrictions (wipe groundside)

@chizzy376
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So what about the art style? These are just regular walls and glass + the floor-choice looks ugly, nothing space-flight worthy visual-wise

@XElectricX
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I still think you should put cockpits on the Alamo so xenos can't instantly rush you to touch the console.

Skill issue. Should have some TMs first to see if it becomes a real issue.

Also I don't think xenos being able to call the Alamo whenever is a good idea, it should keep the same restrictions (wipe groundside)

I never said I was removing those restrictions. Only that you can call it anywhere now.

So what about the art style? These are just regular walls and glass + the floor-choice looks ugly, nothing space-flight worthy visual-wise

I think it looks nice. I started out using the Normandy assets but realized why no one has used them. Most only have south facing states.

@Autisem
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Autisem commented Jun 26, 2024

Very cool pr, I'm excited to see this. No more FOB is an overall improvement

@SimplySmiley123
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Honestly, like the look of this.
Tho I wanna ask, what would be the purpose of the ion cannon, what does it do? Does it have a designator groundside where it's targetted like CAS does?

@FosterGrime-Heymynameslouie
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EVERY PR THAT YOU MAKE FOR THE PAST 2 YEARS HAVE BEEN NOTHIGN BUT BANGERS I LOVE YOU

@XElectricX
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Tho I wanna ask, what would be the purpose of the ion cannon, what does it do? Does it have a designator groundside where it's targetted like CAS does?

For bombarding. Essentially a mini-OB that the CIC officer controls.

@lbnesquik
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lbnesquik commented Jun 26, 2024

Being that the tadpole is normandy, you might have to make some different checks to make sure the alamo can't land on the alamo and all those weird little behaviors. Not sure where i'd look, but I wouldn't be surprised if that was an issue.

Also, how does this work for xenos? Does it call it into FOB's and all? What about the alamo control consoles? Does it work, or does it send the ship into it's 'default' behavior? That later option would be prefered, IMO.

Still, this is a good, ambitious PR and I hope it works out.

@XElectricX
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make sure the alamo can't land on the alamo

???

Also, how does this work for xenos? Does it call it into FOB's and all? What about the alamo control consoles? Does it work, or does it send the ship into it's 'default' behavior? That later option would be prefered, IMO.

Going to let leaders be able to call it down anywhere not underground. Not going to care about clearance and stuff, just let it crush everything in the area it was summoned to. Since fixed FOBs are going to be phased out, I don't want to make players suffer by traveling all the way to an LZ just to call it when they already won.

Still, this is a good, ambitious PR and I hope it works out.

As do I! Hate how irrelevant Alamo has become, and shuttles could really stand to use some improvements.

@Lumipharon
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This pr should more accurately say it removes the alamo entirely and replaces it with a bigger tad model.

@Ragecrabbo
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This sounds like it will introduce a lot of bugs, exploits and completely change up the structure of an average round. I commend you for your bravery to make a change on this scale and pray for you.

@XElectricX
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This pr should more accurately say it removes the alamo entirely and replaces it with a bigger tad model.

Glass half-empty thinking, Jimmy boy. Alamo is on life support right now.

This sounds like it will introduce a lot of bugs, exploits and completely change up the structure of an average round.

Absolutely.

I commend you for your bravery to make a change on this scale and pray for you.

I cannot suffer a greater loss than my beloved #11783. The soul is strong willed.

@SimplySmiley123
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I cannot suffer a greater loss than my beloved #11783. The soul is strong willed.

Still sad about that one...

@github-actions github-actions bot added the Merge Conflict Pull request is in a conflicted state with base branch. label Jun 29, 2024
@tgstation-server tgstation-server added the UI We make things worse, but rounder label Jun 29, 2024
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I pray for your success

@tgstation-server tgstation-server removed the Merge Conflict Pull request is in a conflicted state with base branch. label Jun 29, 2024
@Arturlang
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Arturlang commented Jun 30, 2024

RIP stealthjacks, time for wraith fuckery.

@github-actions github-actions bot added the Merge Conflict Pull request is in a conflicted state with base branch. label Jul 3, 2024
@Wisemonster
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Isn't this just Super FOB tad? Not to mention, a wraith can banish a window from the front, then have a T4 touch the console to disable it. Or set up a portal next to the console, then have a T4 walk in, touch the console, then leave.

@XElectricX
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Not to mention, a wraith can banish a window from the front, then have a T4 touch the console to disable it. Or set up a portal next to the console, then have a T4 walk in, touch the console, then leave.

Is the process not timed? If not, just going to add one.

@tgstation-server tgstation-server removed the Merge Conflict Pull request is in a conflicted state with base branch. label Jul 3, 2024
@Wisemonster
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Is the process not timed? If not, just going to add one.

The time is supposed to be the channel for opening the cockpit door, due to being the only way in for T4s, but from your pictures, that is not only gone, but the windows by the console are breakable, making it easier to ground the alamo.

@XElectricX
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The time is supposed to be the channel for opening the cockpit door, due to being the only way in for T4s, but from your pictures, that is not only gone, but the windows by the console are breakable, making it easier to ground the alamo.

Yeah I added a timer, just not committed. Tadpole takes 20 seconds. Thinking maybe 30 seconds to capture, another 30 for early victory instead of hijack to give time for marines to prevent it.

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